Direct me with one or two words, and remember that I never look at more than the first 6 letters of any word. If you want general hints on play, type INFO, and if you really don't know what to do, type HELP. Good luck in your adventure!
The game was released by Norell in 1982.
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A typical product of the time: it can't strictly speaking be called good, but if you turn your mind back to 1982, it can still be enjoyed. Don't expect great story-telling or world-building, though.
Hi Richard,
Your dungeon maze table has a problem; two columns labeled 'E'! I knew something was wrong! I'm trying to beat the game using the maze tables only, so I haven't looked at any of your other stuff.
By the way, our paths have crossed before. I created Spelunker's Quest for the 2009 interactive fiction competition. I remember playing your game; I seem to recall that I liked it.
Thanks, Tom Murrin
Heh. For anyone still reading this, the second E column in the second table should indeed be labeled S for South.
Sorry I can't correct it directly, as it is a scan of a hand-written document which I might not even have anymore...
It seems that if you die or screw up there is no way of keeping your saved game. Only if you save, quit and then say "no" to instructions does it load your previously saved game. Of course saving after making an irrevocable error is pointless.
Classic complex treasure quest, but slightly off - there are *lots* of parallels with the original C&W adventure. It's like the same structure had been transplanted into a different scenario. It can be enjoyable to solve, as it is far from trivial, but it makes liberal use of magic words with oblique hints, random connections and annoying mazes, so patience and tolerance for pesky design are a must. A bygone product of a less civilized era.